Pojo's Vs.
Message Board
News
Trading Card Game
Card of the Day
Fan Tips
Tournament Reports
Top 10 Lists
Featured Writers
Scott Gerhardt
The Tinkerer's Workshop
Paul Hagan
Q's Universe
Jason Matthews
Spoilers
Avengers
Batman Starter
DC Origins
Fantastic 4 Starter
Green Lantern
Infinite Crisis
JLA
Legion of Super Heroes
Marvel Knights
Marvel Origins
Spiderman Starter
Superman
Web of Spidey
X-Men
Affiliation Lists
Anti-Matter
Arkham Inmates
Avengers
Brotherhood
Crime Lords
Darkseid Elite
Doom
Emerald Enemies
Fantastic Four
Gotham Knights
Green Lantern
Kang Council
League of Assassins
Marvel Knights
Manhunter
Masters of Evil
New Gods
Revenge Squad
Sentinel
Sinister Syndicate
Spider-Friends
Squadron Supreme
Teen Titans
Team Superman
X-Men
Small Teams
Non-Affiliated Characters
Non-Affiliated Equipment and Locations
Non-Affiliated Plot Twists
X-Statix
Underworld
Crime Lords
Other
Staff
Magic
Yu-Gi-Oh!
DBZ
Pokemon
Yu Yu Hakusho
NeoPets
HeroClix
Harry
Potter
Anime
Vs. System
Megaman
|
|
Pojo's VS System Card of the Day
|
|
Utility Belt
DC Origins
Date Reviewed: 04.07.05
Constructed Average Rating: 3.3
Limited Average Rating: 2.5
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating. |
Nakaiya21 |
Utility Belt
Today we're looking at a rather old piece of
equipment that I may very well say is the best
equipment card that has been printed to date, at
least as far as Gotham Knights go. See Gotham is
all about denial and this is a nasty addition to
their arsenal. A simple activation of this thing
will stop any effect with an arrow on it. That
brings a funny story to mind. One time I was
playing a guy using TNB and on turn 5 he tried
to use Genosha and the belt stopped his plans
cold, turn 6.....he did it again. It was sad
really.
Add this card along with Fizzle and Detective
Work and you can pretty much stop anything your
opponent can throw at you, except maybe a
Mountain Stronghold or two. A little Global
Domination and you're all set to go.
Ratings
MA - n/a
GA - 3.0/5.0 ....This is a great piece of
equipment...if only it were not team stamped.
Limited - 3.5/5.0 ....Provided you can obtain
enough GK characters, this card can provide a
great advantage.
|
Jason
Bunch |
Utility Belt
Here's a card that won't be played much for a
while, but should make a comeback when we go
back to Golden Age after PC: New York. Gotham
Knights don't have a lot of natural flight and
range, so being able to get both for a 0 recruit
cost is a great boost, and the ability to negate
activated effects is even more useful,
especially in one of the many GK swarm builds,
like Cosmic Cops or some flavors of Brave and
the Bold. 3 drop Batgirl combos very well with
this, and makes up for the extra recruit by
giving you card draw as a reward.
In Limited, I wouldn't take it too high, it'll
be too tough to draft enough Gotham to be able
to have someone to equip it to. Flight and range
are nice, but you won't see more than the one
copy, and you can't count on having it. Very low
pick.
Ratings:
Constructed (Golden) - 3/5
Limited - 1.5/5
|
Player21 |
Name: Utility
Belt
Set: DC
Cost: 0
Type: Equipment
Card Text :
Equip only to a Gotham Knights character.
Equipped character can attack as though it had
flight and range and has "Activate >>> Negate
target payment power effect."
OK, the first effect is pretty cool. To be able
to attack as though you have flight and range is
a great bonus, for obvious reasons.
Please note, though, that your character does
not actually have flight and range. So, your
character will be unaffected by an effect that
takes away flight, and the character (unless
they already had range) will not count towards a
Cover Fire bonus.
The second effect, though, is what makes this
little piece of equipment so powerful. At the
cost of exhausting the equipped character, you
can negate any payment power effect. That's
pretty significant. It doesn't have to be an
activated power; it doesn't have to be a
character's power. As long as the effect is that
of a "payment power" you can negate it with
Utility Belt.
You might be asking yourself "what exactly is a
payment power, anyway?" Well, a payment power is
any effect that contains an arrow "->"…This can
be something like Avalon Space Station, Garth's
pay 3 endurance, Longshot's activated ability,
ANYTHING that has an arrow in the effect.
Anything before the arrow is a cost, and even
though the effect becomes negated, the cost MUST
be paid. So, if you use your Utility Belt to
negate an opposing Avalon Space Station, they
still have to discard, as that is the cost to
activate the power. Everything after the arrow
is the effect, and that would ALL be negated.
Because the equipment has a recruit cost of 0,
you can play it on your character during your
recruit step at any time (even if you don't have
any resource points left), but remember, you can
only recruit this on to a Gotham Knights
character.
In sealed, there will always be lots of Gotham
Knights characters floating around, but you
can't assume your opponent will have lots of
cards with payment power effects. So, while this
is an excellent card to include in your sealed
deck or draft, it certainly wouldn't be a first
pick. I would recommend you include any
necessary characters, plot twists and locations
first, and then if you're deciding between a few
cards for the last couple of spots, Utility Belt
will certainly fill the bill.
Even if you never negated one effect, having
your character be able to attack as though it
had flight and range is wonderful.
Marvel Modern Age: N/A
DC Modern Age: N/A (by the time DC Modern Age
rolls around, Green Lantern will be out, and DC
Origins will not be allowed).
Golden Age:
Sealed: 3/5 – Certainly an addition to any
sealed deck, but if you can't fit it in, don't.
Constructed: 4/5 – You're bound to find lots of
payment powers to negate and the addition of
being able to attack as though you had flight
and range is great, too. Utility Belt is a very
solid choice in any Gotham Knights deck, almost
always worthy of at least one spot.
Don't forget, Alfred can search this out as
necessary.
|
|